Cursed One
Ability Score Increase As Original
Size Medium
Speed
A collection of templates, rather than naturally occuring races. These template are added to another race, which determines the ability scores, size and speed. All of these templates also have the added benefits or penalty of giving you an additional creature type described below.
Age: Maturity as origin. Maximum age unknown.
Size: As origin.
Names: As origin.
Senses: Darkvision 60ft
Languages: As origin.
Ancestral Lineage: If you replace a race with these template, you can keep the following elements of that race: any still proficiencies you gain from it, as well as any climbing, flying, or swimming speeds. You meet the prerequisite for Feats from your original race.
Constructed
You were not born, but created. Through the stitching together of other creatures and are somehow imbewed with life. Some reborn are riddled with scars, ashen flesh, missing limbs or laced with spiderwebs of dead veins. Others are a marvel of magic or science to near physical perfection in looks. You are plagued by fagments of memories from all the beings used in your creation. A traumatic or fatal injury, a voice of a loved one, a childhood memory.
Type: Construct
Deathless Nature: You live both outside of life, while mimicking it's most basic processes. This gives you the following benefits;
• You have advantage on saving throws against disease and being
Poisoned, and you have resistance to poison damage.
• You have advantage on death saving throws.
• You don’t need to eat, drink, or breathe.
• You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge from a Past Lives: You remember sporadic glimpses of the past, faded memories from ages ago or from one of your previous lives. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Dhampir
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Born of a human woman and one of the higher vampires, these half-cursed spawn can have a thirst for blood, or stranger things. Flesh, spinal fluid, rare humors, even dreams or abstract colours. With unique insights into the nature of the undead, many dhampirs turn to the lives of adventurers and monster hunters. Their reasons are often deeply personal, in part to supress their unique apetites.
Type: Undead
Speed: 35 feet
Deathless Nature: You don't need to breathe.
Spider Climb: You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Vampiric Bite: Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Strength or Dexterity modifier to the attack rolls when you attack with your bite. Your bite deals 1d4 piercing + strength or dexterity (your choice) damage plus 1d4 necrotic damage on a hit, and you regain hit points equal to the necrotic damage dealt if the target isn't a Construct or Undead. If you are already at maximum health, you can add the amount of necrotic damage to your next ability check or attack roll. The necrotic damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 a 17th level.
Dreamform
The Deep Ethereal Plane, also known as the Plane of Dreams, is a place of raw energy. Untapped it appears as white fog; but it craves form, often easily influenced by any contact with sentient creatures. Some people dream so deeply that their mental forces shape this far distant reality in their sleep. You came from one of those dreams, or nightmares. Ascending to true sentience from the Ether and finding your own realness with every step. Eventually struggling your way to the Material Plane to try and live your life.
Speed: 30 feet
Ethereal Nature: You can choose to see into the Border Ethereal Plane out to a range of 60ft for the next minute. You can choose to do this a number of times equal to your proficiency bonus, and regain expended uses on a long rest.
Eased Etherealness: When you would cast a spell related to the Ethereal Plane (
Flicker,
Blink,
Little Death, or
Etherealness), treat that spell as if you cast it one level higher.
Ghostly Magics: You know the
Mage Hand cantrip. When you reach 3rd level, you can cast the
Flicker spell once with this trait and regain the ability to do so when you finish a short rest. When you reach 5th level, you can cast the
Blink spell once with this trait and regain the ability to do so when you finish a long rest. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma. You can also cast this spell normally with any spell slots you have.
Hexborn
Hags have a particular form of reproduction, requiring the use of another humanoids offspring. These are often gained through faustian bargains, where the original babe is swallowed by the Hag, destroyed and remade into a changeling-type creature. Looking every bit identical to the original child, on their majority they are magically compelled to seek out the original Hag (or in a pinch the nearest Hag). Infused with the eldritch magics of the Hag the Hexborn will start to transform themselves into a Hag. For those lucky enough to realise the process can be halted... for a time. Many hexborns turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or even reverse the transformation.
Type: Fey
Fey Resilience: You have advantage on saving throws you make to avoid or end the
Charmed condition on yourself (except against your Hag-mother).
Hex Magic: You can cast the
Disguise Self and
Hex spells with this trait. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose when you gain this lineage). Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have.
Magic Token: As an action, you can harmlessly pull out one of your nails, a tooth, or a lock of hair. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can use an action to send a telepathic message to the creature holding or carrying the token, as long as you are on the same plane of existence and are within 10 miles of it. The message can contain up to twenty-five words. In addition, while you are within 10 miles of the token, you can use an action to enter a trance for 1 minute, during which you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. Afterward, the tokenis harmlessly destroyed. Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.
Lycanthrope
You were born with the Touch of Selune or the Curse of Malar, the ability to transform into a beast. You are a natural-born Lycanthrope, thus you have an innate ability to control your curse far more than your lesser brethren. You transform at will, independent of the moons phase (you do occasionally have a slight difficulty during a full moon staying in human form), and you cannot pass on your curse through your touch. You are often sleeker than the embracers (those who cultivate the savagery within) and first-generations, and being born with this ability you are not affected by the mental corruptions that are typically associated with the curse.
Type: Beast (Shapechanger)
Natural Weapons: When in hybrid or animal form, your bites and claws deal 1d6 + your Strength or Dexterity modifier (your choice).
Natural Regeneration: You can spend a bonus action to spend a Hit Die in combat. You can use this feature a number of times equal to your proficiency bonus, and regain expended uses on a long rest. You cannot use this feature if you've taken damage from silver or wolfsbane since the last round.
Perfected Control: As an action, you can transform into a medium sized human, a medium sized hybrid form, or a small beast equivalent to your particular subtype of Lycanthrope. You transform into your human form when you die. You maintain the same statistics (exceptions below) and can speak all the languages in each form.
•
Werebat; You gain flying speed equal to your proficiency x 10ft.
•
Werebear; You gain a +1 AC when wearing light or no armour while in hybrid or bear form.
•
Wereboar; When you attack a creature they must make a Strength save against (8 + proficiency bonus + your choice of Strength or Dexterity) or become
Prone.
•
Wererat; You gain resistance against poison and immunity against non-magical diseases.
•
Wereraven; You gain a flying speed equal to your proficiency x 10ft.
•
Weretiger; You gain a horizontal Jump of 20ft, vertical jump of 10ft.
•
Werewolf; You gain a benefit from advantage when you have an ally within 5ft while in hybrid or wolf form.